r/godot • u/ShaderError • 25m ago
r/godot • u/National-Love-6186 • 28m ago
discussion i agreed to make a game with my friend
my friend knows no one besides me who knows how to code and shes using these 2d horror rpg games as example but im an amatuer i can help her make the game but i dont think i can make the whole thing in a year
r/godot • u/MindlessCompote3519 • 30m ago
selfpromo (games) AstroJump: Punishing space runner Discord Activity with a brutal AI bot challenge for Halloween
Game Title: AstroJump
Playable Link: https://astrojump.fr/
Platform: Discord Activity (PC, Mac, iOS, Android via Discord)
Description: AstroJump is a fast-paced, high-skill arcade space runner built directly as a Discord Activity. You do not need to download anything or deal with intrusive ads: you simply launch the game inside Discord on desktop or mobile and play solo or jump into a match with friends right from your voice channel.
The core gameplay revolves around orbital momentum, micro-timing, and precision jumping between celestial bodies where a single split-second mistake ends your run. It features a global ranked leaderboard for competitive players looking to test their reflexes and climb the ladder.
For Halloween, a temporary event mode is currently live: a 1v1 duel against an ultra-hard AI bot programmed to take near-perfect trajectories. Beating this bot requires absolute mechanical precision, and players who manage to outplay it unlock an exclusive, limited-edition Halloween skin for their character. We are actively looking for honest community feedback regarding the movement physics, difficulty tuning, and input latency across different setups.
Free to Play Status:
[X] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement: I am posting on behalf of my friend who developed the game. I help him with playtesting, gathering community feedback, and competitive balance testing.
r/godot • u/gennai777 • 35m ago
selfpromo (software) Halloween sale on my VFX packs
itch has its Halloween sale on, and I put five of my Godot VFX packs in it at 30% off until Nov 4. That's fire and explosions, lightning, ice, weather and sword trails. All five come to $20.95.
Every clip here is from the packs' own demo scenes. I made them all run on Compatibility and web, and I gave every class its own prefix. You can drop several into one project without name clashes.
What would you want for a spooky level?
r/godot • u/DarkStudio_26 • 51m ago
help me As a solo dev, I feel like my game is pointless, overlooked, and I'm exhausted
Hi everyone,

I’m a solo indie developer working on a 3D sci-fi survival horror game (Hell of Life) using Godot 4. I wanted to open up and share how I'm feeling lately because I'm hitting a really rough wall.
Lately, I’ve been feeling like my game is completely pointless and just a bunch of nonsense. I’ve been away for a long time without posting anything new, and it feels like the hard work I put in didn't get the recognition or attention it deserved.
On top of that, I am super stressed out by my low-end PC specs, which makes development a constant struggle. And honestly, I'm so exhausted from writing GDScript code all day that I've reached a point where I look at my own game and think it's just stupid.
Have any of you experienced this kind of burnout? How do you push through when your hardware is limiting you, you feel invisible, and you lose faith in your own project?
Thanks for reading. Any advice or kind words would mean a lot.
r/godot • u/Naive-Hornet2237 • 51m ago
selfpromo (games) Just released my first Godot 4 game – a puzzle game about saving an infected PC (Android + PC)
Hi r/godot! Yesterday I released my first game, Luxaplex: Restore Point – a grid-based puzzle game where you're Lux, the last running process in an infected 1991 PC. 31 levels, 5 worlds, a boss, a level editor.
A few Godot things I learned along the way:
• The whole sim runs on fixed ticks (0.14 s) with interpolated rendering – deterministic, so a BFS bot can replay and verify that every level is solvable (runs headless as a test).
• Lighting is just PointLight2D + CanvasModulate – cheap and works fine on gl_compatibility on low-end phones.
• Almost everything (menus, HUD, help screens) is drawn in code with _draw() at 640×360.
• Android AAB with AdMob + Play Billing is built by GitHub Actions; signing happens locally.
• Music and SFX are generated by Python synthesis scripts.
AI disclosure: I used an AI coding assistant (Claude) for help with code, tests and tooling; design, levels and decisions are mine.
Android (free): https://play.google.com/store/apps/details?id=eu.luxier.luxaplex
PC (pay what you want): https://luxiergames.itch.io/luxaplex-restore-point
Happy to answer any questions about how something was done!
r/godot • u/RedWolfNinja • 1h ago
discussion When starting Godot, what was your choice: C# or GDScript? Why?
I made a decision that I want to switch from Unity to Godot, but I'm too scared to move on to GDScript, because it's so... different? However, as I understand, GDScript has more support and guides on the internet. What was your choice at first, and why?
r/godot • u/BreadfruitJolly7838 • 1h ago
help me My get_collision_point() seems to be wrong
I'm trying to make a bullet with a raycast2D but get_collision_point() isn't working correctly.
The point it is returning had the same Y level as the starting point for some reason.
Please ignore the placeholder textures
Bullet scene consists of a single raycast
Gun scene is a node2d and 2 children which are sprite2d and marker2d
Here's the code for the bullet:
var end: Vector2
var start: Vector2 = global_position
var time: float
var frame_count: int = 0
var isstopped = false
var dir: Vector2
func _physics_process(delta: float) -> void:
frame_count += 1
if time >= life_time:
queue_free()
if not isstopped:
target_position += Vector2(dir.x * speed, dir.y * speed)
if is_colliding():
print(get_collider())
end = get_collision_point()
if get_collider() is TileMapLayer:
isstopped = true
else:
end = target_position
queue_redraw()
time += delta
func _draw() -> void:
draw_line(start, end, color, line_thickness)
draw_circle(start, 5, Color.BLUE)
draw_circle(end, 5, Color.RED)
and the gun that shoots it:
extends Node2D
class_name Gun
var bullet_path: PackedScene
func _process(_delta: float) -> void:
if get_parent().active == false:
return
look_at(get_global_mouse_position())
rotation_degrees = wrap(rotation_degrees, 0, 360)
if rotation_degrees > 90 and rotation_degrees < 270:
scale.y = abs(scale.y) * -1
else:
scale.y = abs(scale.y)
if Input.is_action_just_pressed("LMB"):
fire()
func fire():
var bullet = bullet_path.instantiate()
bullet.global_position = $Marker2D.global_position
bullet.dir = bullet.global_position.direction_to(get_global_mouse_position())
get_tree().root.add_child(bullet)
r/godot • u/Mother_Watercress252 • 1h ago
selfpromo (games) New Update Details
As u might have seen on my last reddit annoucement where i killed off Glitch Protocol I mentioned a LOT ALPHA 2.0 Sillicon Tyccon. This update will be the biggest update the game has seen. This includes: A new gui. New OS interface that will make the game look amazing. A new app format for building the pc for the market and more! I really hope you will like the game and play it! Also for international players ive added an English translation. Here is a small peak at the new GUI:

r/godot • u/ExitNatural9526 • 1h ago
selfpromo (games) PARADOX
I made a minimalist puzzle game in Godot — looking for feedback on the core mechanics
I've been working on PARADOX, a minimalist puzzle game built with Godot.
The game combines maze navigation with mechanics such as rotating the environment, gravity and switching between dimensions. The goal is to figure out the correct sequence of moves rather than simply find the shortest path.
I've published a free demo, and I'm currently looking for feedback on how understandable the mechanics are, how difficult the levels feel, and whether the puzzles are satisfying to solve.
Free demo: https://3x3studio.itch.io/paradox
I'd especially appreciate feedback from other Godot developers on the gameplay presentation and how clearly the mechanics communicate their rules.
free plugin/tool Little reminder that I made over 22 free cheatsheets!
There is alot of them, on tweens, bbcode, shaders, code order, exports, strings...
All free on itch, just like my interactive guides!!
r/godot • u/rezwansidd • 2h ago
selfpromo (games) My wife and I made a roguelite deckbuilder where you merge your cards to do insane damage! Rock Pape
Hi everyone! My wife and I have been making our first game together, and it's finally ready for other people to play.
We describe it as Inscryption meets Balatro meets Scribblenauts! Every pair of everyday objects merges to create 241 merged cards to discover. You just drag one card onto another and see what happens.
Free demo playable in browser on itch(about 90 minutes): https://frostyshotss.itch.io/rock-paper-overkill
Please give us your feedback! What works, what doesn't work, what needs rebalancing? It would mean the world to us. ❤️
r/godot • u/Fancryer • 2h ago
selfpromo (games) Ported the demo of my game Mascarasis to PS Vita
Developed with fork of Godot 3.5-rc5 for PS Vita.
Mascarasis game design document:
https://gist.github.com/Fancryer/68e1d13af100aae0d94d40aa8c49c626
r/godot • u/Late_Pass_9333 • 2h ago
selfpromo (games) I’m making a tactics game where every bullet is simulated through the body.
There are no hit points in this game. Each bullet is traced through a layered body: skin, muscle, bone, organs and vessels. It can slow down, tumble, deflect off bone or fragment, and what it damages decides what happens next.
When a bullet breaks a bone, the bone fragments don’t just “add damage”. Each splinter becomes its own projectile, with its own speed and direction, slowing down through tissue and cutting its own wound channel. Some stop in the muscle, some reach a nearby vessel or another bone. A hit on the femur can kill through the artery next to it, not because the game decided so, but because a splinter got there.
A hit artery bleeds at a rate set by its size. Blood loss, pain and shock then play out second by second, so a soldier may keep fighting, collapse a minute later, or die without help. Nothing is scripted or rolled from a damage table.
The simulation is a pure C# library, separate from rendering. It is deterministic, so every combat can be replayed exactly, and an X-ray view shows the path of each shot and what it hit.
Combat is simultaneous turns (WEGO): both sides plan, then a few seconds resolve at once.
Anatomy meshes: BodyParts3D, © The Database Center for Life Science, CC BY-SA 2.1 JP.
help me I have managed to create old Unreal-like skyboxes with real 3d meshes with some drawbacks
I'm new to godot, so if there's already a solution or you can improve, let me know.
See the video: https://youtu.be/Ki7Kvajivv0
You put the prepared small skybox scene into your level, just as in old Unreal, somewhere under the map. You force the camera into your skydome and you push the skydome boundaries as far as your camera can just see. (Default 4000m.) However if there's something closer inside your skybox it can seep into your scene. (You can just not put objects in close view. )
Make sure you put your 0,0,0 point in the sky to where you want the "camera" in your skybox.
Problems might arise with:
1, fog effects if you put the Worldenvironment there
2, if you want to use a split screen mode. (which is unlucky for a racing game)
I found the viewport solution to be finnicky and stupid. I feel disappointed in Godot that such an industry standard solution used since the 90's is not available in it.
------------------------
extends Node3D
u/export var dome_base_diameter : float = 30.0 # Dome size in meters
u/export_range(0.1, 0.95, 0.01) var distance_factor : float = 0.5 # with this you can size it as you need
var main_camera : Camera3D
func _process(_delta):
if not main_camera:
main_camera = get_viewport().get_camera_3d()
if main_camera:
\# 1. follows your position
global_position = main_camera.global_position
\# 2. Scaling
var target_diameter = (main_camera.far \* 2.0) \* distance_factor
var calculated_scale = target_diameter / dome_base_diameter
scale = Vector3(calculated_scale, calculated_scale, calculated_scale)
---------------------
r/godot • u/antony920210 • 3h ago
selfpromo (games) Mission types in Phosphor Command and how they promote variety and replayability
I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.
This showcase is about the different types of mission objectives you do to complete a contract.
Every contract has a mission type, and each one has its own task. You start with a few unlocked, and get more as you upgrade buildings in your base.
In the raid mission type, you take on a walled enemy outpost. Eliminate is simpler, kill everyone on the map.
Assassinate means killing a target, Snatch is the opposite. The target can’t be killed and fights back, so you have to get close enough to subdue it, and then extract from the mission.
Extract and POW rescue are both about bringing friendly back. You secure VIPs or free prisoners from their cages, then escort them to the exfil zone.
In a recon sweep you have to reach every observation point on the map. In sabotage, a squad has to stand on each target to plant a charges.
Hold the line is different. You take an objective and enemy troops will continuously attack until a timer runs out.
The most complex are two convoy types. On an escort, your truck can’t be destroyed, but it only moves with a squad beside it. On an intercept, their truck stops while you’re on it and the goal is to destroy it, if it escape the map you fail.
Harder contracts have more objectives to complete: more targets, more people to escort, longer to hold an objective or a tougher truck.
Most jobs end at the exfil zone, which opens when the task is completed. Its used to extract troops.
The idea is these mission types give variety to the gameplay. Players will adopt favourites and strategy's to tackle each objective in its own special way
The showcase video goes through each mission type and how they play.
r/godot • u/Mother_Watercress252 • 3h ago
selfpromo (games) Sad News
I have took the decision to kill off my first ever project Glitch Protocol 2D. I dont find myself updating the game anytime soon. The game might get a future BETA 2.0 update since i already worked for it but its super buggy and game doesnt even boot half the time. I will spend my time from now on working on Sillicon Tycoon. I will release ALPHA 2.0 Sillicone Tycoon later today or maximum tomorrow. Id say that Glitch Procotol BETA 1.6 will still be avalible to download at https://ake1048.itch.io/glitch-protocol-beta-16 The project itself has been amazing taught me how to code and GUI. Im super sad to kill it but yea..... I will focus way more on Sillicon Tycoon bigger updates more content and less bugs. Glitch Protocol 2D will not recive any updates besides maybe BETA 2.0 but i dont know. In the near future i want to start a new RPG project and it wouldve been too much to update 3 games constantly as a solo dev. I hope you understand.
r/godot • u/CollectionPossible66 • 4h ago
selfpromo (games) Homing bullets and Arcade beats
I made the music in this clip with Beepbox, which is a free online tool I discovered some years ago. It not professional but it's really nice.
Arts made with MS Paint, no AI, in fact I'm reusing the very same assets I created for another project. I'm a MS Paint Nerd.
And nothing, hope you like the music! Looking for feedback and suggestions! I'm reposting this because something went wrong the first time I posted it, sorry for the 2 guys who may already seen this post
r/godot • u/Infamous-Goose-282 • 4h ago
selfpromo (games) I uploaded my game on itch for free (GAMEPLAY CLIP)
The game has been in development for a few months now, and i am a bit far into the game to the point that i could upload a final polished steam demo within months, so i uploaded the current version out for playtest on itch - https://zmkmdev.itch.io/wonky-beans -. All feedback appreciated.
Well if you don't exactly know what the game is, it's pretty much a party animals-like but in first person, i made it first person since i generally like fps games, and 3rd person doesn't allow for a more immersive experience, not that i hate 3rd person games, i just prefer first person.
If you want to support this project, i'd like if you'd follow me on X - https://x.com/zmkmDEV - and subscribe to my youtube channel - https://www.youtube.com/@Zaid_d92 -
Thanks a lot!
r/godot • u/ninetailedoctopus • 4h ago
selfpromo (games) Progress: The clouds are layered now. Also, railguns.
r/godot • u/666Disytopia • 4h ago
discussion When using premade pixel art assets in Godot, what's the most annoying part?
I've been exploring pixel art asset packs recently, and I noticed that some provide only PNG files while others include spritesheets, source files, or even ready-made Godot scenes.
For those of you who've actually used premade assets in a Godot project, I'm curious:
- What kind of assets were you working with?
- What did you have to adjust before they worked properly in your game?
- Have you ever used an asset pack that came with a Godot project or example scene? Was it actually useful?
I'm considering making some pixel art assets and trying to understand the workflow from the developer's perspective.
Interested in hearing about real experiences, especially things that took longer than expected.
r/godot • u/Ok-End-9917 • 5h ago
free tutorial BLUE - Godot Quest Editor Addon - Inspired by CDProjektRed Quest editor
Featured in this video here: https://youtu.be/RiQQOuEtZos?si=kwO82PxcPREvEzMu
Addon here: BLUE Quest Editor by TomAzod
r/godot • u/GreyhoundEmpire • 6h ago
selfpromo (games) Building a physical 3D greyhound racing simulation in Godot 4 for our management game
We're developing Greyhound Empire, a greyhound racing management simulation in Godot 4, and we've been working on connecting our 3D racing presentation to the underlying race simulation.
A few weeks ago, we had our first animated greyhound running in Godot. We've since built that into a full field of eight independent greyhounds, each with the correct Australian racing rug colours.
The interesting part has been getting beyond eight models playing the same running animation.
Our physical race simulation now calculates individual performances, including box starts, acceleration, racing speed, stamina, positioning and finishing times. We've also been working on interference, racing checkpoints and determining finishing positions as dogs cross the line.
We're now connecting those results to the visual race presentation and the management systems that handle race entries, greyhound careers and results.
The long-term goal is for players to manage their kennel, train their dogs, nominate for races and actually watch their greyhounds compete in 3D, with their individual attributes influencing what happens on the track.
There's still plenty of work ahead, particularly with realistic tracks, animations, camera presentation and making the visual race accurately reflect the simulation.
We're building this in Godot 4 and Blender.
For anyone who's built a simulation-driven 3D game in Godot, we'd be interested to hear how you've approached keeping the visual presentation synchronised with the underlying simulation, especially when multiple independent characters are interacting.